The bad news, is that gave me a closer look at the map, and I realize that Merkas wasn't close enough to the shrubs to finish his move on the other side of the shrubs (without Dashing). The tombstones and shrub will count as difficult terrain. I'll allow a 13 to eschew Difficult Terrain difficulties for the graves and tombstones, but the shrubs are tall enough to grant someone Merkas's height Total Cover.
The good news, is that because Cult Member White is now closer, you're able to throw your daggers over the hedgeline. If you're making a called shot, you'll need to roll with Emphasis as stated in the campaign house rules:
Roll 2 dice per attack: whicever number is closer to 20 or 1 is the roll you keep. (So if you roll a 17 and a 2, you're attack result is 2. If you roll a 19 and a 5, your result is 19.)
The called shot only has to do damage to apply a Condtition. The condition is determined by me, and is based on how much damage you did, what part of the body you attacked, and the remaining HP of the target. Normally, a coule pinpricks like that would only knock him prone. But he's Bloodied, so I'd rule it was enough to make him Grappled and Prone. It's not enough to Paralyze him, but he will remain Grappled while the daggers are in him, and Prone until the wounds can be treated.
So here's your choice Hrothbert_Neruca... you have rolled high enough to damage him twice. That's a bird in the hand. In the future, I won't allow you to roll again after you've seen your results, but since called shots happen so rarely, I'll give you a chance to decide if you want to roll again for each attack to see if you make your called shot and make it so he can't so easily escape on his next turn.
OK so with Emphasis, they both still hit. Splinter stays the same with a roll of 14 the first time and 10 the second, 14 stays to make it a 20 to hit the called shot. Shard gets better with a 10 on the first roll and an 18 on the second making the total to hit 24. Merkas has thrown away his casting focus in an attempt to slow the guy down but at this point I think it's worth it.
I will keep the called shots rule in mind int he future.
Ok, so with a single move action (35'), you can't actually make it inside the mauseleum. The most direct path, the one that gets you closest, requires an Acrobatics check or Athletics check to clear the hedges without incurring Difficult Terrain penalties.
If you choose the Dash Action, and succeed on your skill check to move without penalty, you can clear the headges and make it to the mauseleum. In order to move the game forward, I'm going to assume that's your intention, and roll for you.
Ok, so with a single move action (35'), you can't actually make it inside the mauseleum. The most direct path, the one that gets you closest, requires an Acrobatics check or Athletics check to clear the hedges without incurring Difficult Terrain penalties.
If you choose the Dash Action, and succeed on your skill check to move without penalty, you can clear the headges and make it to the mauseleum. In order to move the game forward, I'm going to assume that's your intention, and roll for you.
I don't really want to dash to kind of stand in front of it. As a monk, I can bonus action dash. But that would take away the two additional attacks from flurry of blows. They missed, so it's no biggie, but I still want to check if it's kosher. If not, we'll just just go with plan B with Sharn taking the dodge action 10ft away from the mausoleum. Gonna wait on the DM to confirm if I can disregard the two misses and had used the bonus action dash instead.
If allowed, I rolled an 18 for Sharn's charisma save.
I googled it to check my knowledge, and a monk can dash and still use flurry of blows at the end of their dash, by using Dash as a bonus action.
Monks don't get much, but they at least get that. But yeah, your last two strikes will miss, so either way the ruling would've gone, your damage output will remain unchanged.
Oh I sense a kind of eagerness to find out if Tekel is IN this cultist shit or not...now I wonder how white cultist is gonna get out of this? I am still not hurt.
Hey everyone. A former player whishes to rejoin the campaign. Their life got a little hectic and they had to withdraw, so I promised them a slot when their life stabilized. They play a Harengon Sorcerer named Ne'haredowell. They're a strong roleplayer, and a wonderful person. I think they'll be a good addition to the party, and I can adjust the encounters to balance the new challenge rating.
They should be introducing themself soon in this OOC thread. They aren't yet a member of Dawnbound. They're a retired member of the defunct mercenary troupe Golden Company, and will have just returned from walkabout to find out that their guild has left Santekh and/or disbanded. It's up to you and Nare whether or not they are allowed to join the guild, and as formative members, you reserve the right to determine their role. Ne'haredowell (Nare, for short) can start at a lower rank and owe guild dues, if you prefer, or become one of the executive members. Like the rest of the party, Nare will be level 5, and I told them they can keep any magic items they earned from the previous campaign, plus one more Uncommon Item) so they'll definitely be able to keep up.
Hi!!! I'm Sun Dial or Skipper whatever is best. I will be playing Ne'haredowell (Nare for short), a Haregon Shadow Sorcerer as InexorableTruth said before!
I'm coming back from a long period of inactivity and I'm so glad to be here. I was in the original, but I had to leave. Now I am so honored to be a part of the new game. I've been having fun reading all of what has happened so far and your antics!!! :D I love it!!
Also for the DM I changed my second uncommon item to Slipper of Spider Climbing because I kind of want Nare to have some sort of cryptid-like unsettlingness (like straight up walking on the ceiling type of thing).
I will write more about my character tomorrow! but hello for now!
Rollback Post to RevisionRollBack
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
I'm here for Spider-Bunny. Post in IC when you're ready, and welcome back, my friend!
Also, please read Post 1 and 2 of the OOC thread. It has campaign-specific house rules, and other important notes, like character bios. I'm about to add your character bio now.
I also noticed that I haven't added Ororana to the Campaign Notes. I'll update that now as well.
Larskolstad if you're going to break down the secret door, the attack automatically hits, since it's a stationary object. Simply roll a STR check with Advantage. The metal of the shield is ridiculously strong, even compared to stone. But it's got a lot of HP, so it may take a few hits. But it's going to make some noise.
Or you can roll for hindsight (Insight DC 10) to see if you brought your carpentry tools with you to pry open the door with. The DC is 20 to pry open or seal any door. Just make 10 rolls to see when you succeed. If you don't succeed on the first 10, we'll assume you take 20 and eventually succeed. The results simply determine how long it takes to get through in that case.
Welcome back Sunny D. Hope you don’t mind an exuberant Kender getting your name wrong, or rambling a bunch.
Haha lol Nare would be like oh? oh okay.. guess this is my name now
he grew up around gnomes he understands basically gibberish. also i love Merkas' sidetracks and rambles. they're the best
I'm sort of debating joining in too soon in the IC thread since I'm going away for the July 4th weekend (three days) so I'm thinking either I start now and might be inactive for three days or I should probably start afterwards.
Ok, so I moved him back.
The bad news, is that gave me a closer look at the map, and I realize that Merkas wasn't close enough to the shrubs to finish his move on the other side of the shrubs (without Dashing). The tombstones and shrub will count as difficult terrain. I'll allow a 13 to eschew Difficult Terrain difficulties for the graves and tombstones, but the shrubs are tall enough to grant someone Merkas's height Total Cover.
The good news, is that because Cult Member White is now closer, you're able to throw your daggers over the hedgeline. If you're making a called shot, you'll need to roll with Emphasis as stated in the campaign house rules:
Roll 2 dice per attack: whicever number is closer to 20 or 1 is the roll you keep.
(So if you roll a 17 and a 2, you're attack result is 2. If you roll a 19 and a 5, your result is 19.)
The called shot only has to do damage to apply a Condtition. The condition is determined by me, and is based on how much damage you did, what part of the body you attacked, and the remaining HP of the target. Normally, a coule pinpricks like that would only knock him prone. But he's Bloodied, so I'd rule it was enough to make him Grappled and Prone. It's not enough to Paralyze him, but he will remain Grappled while the daggers are in him, and Prone until the wounds can be treated.
So here's your choice Hrothbert_Neruca... you have rolled high enough to damage him twice. That's a bird in the hand. In the future, I won't allow you to roll again after you've seen your results, but since called shots happen so rarely, I'll give you a chance to decide if you want to roll again for each attack to see if you make your called shot and make it so he can't so easily escape on his next turn.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
OK so with Emphasis, they both still hit. Splinter stays the same with a roll of 14 the first time and 10 the second, 14 stays to make it a 20 to hit the called shot. Shard gets better with a 10 on the first roll and an 18 on the second making the total to hit 24.
Merkas has thrown away his casting focus in an attempt to slow the guy down but at this point I think it's worth it.
I will keep the called shots rule in mind int he future.
Retconned the post to reflect the thrown weapons
Loyalty Begets Honour
Alrighty, hit me with that nasty illusion bullshit.
Ok, so with a single move action (35'), you can't actually make it inside the mauseleum. The most direct path, the one that gets you closest, requires an Acrobatics check or Athletics check to clear the hedges without incurring Difficult Terrain penalties.
If you choose the Dash Action, and succeed on your skill check to move without penalty, you can clear the headges and make it to the mauseleum. In order to move the game forward, I'm going to assume that's your intention, and roll for you.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Is this a charmed condition we’re rolling to avoid?
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
I don't really want to dash to kind of stand in front of it. As a monk, I can bonus action dash. But that would take away the two additional attacks from flurry of blows. They missed, so it's no biggie, but I still want to check if it's kosher. If not, we'll just just go with plan B with Sharn taking the dodge action 10ft away from the mausoleum. Gonna wait on the DM to confirm if I can disregard the two misses and had used the bonus action dash instead.
If allowed, I rolled an 18 for Sharn's charisma save.
I googled it to check my knowledge, and a monk can dash and still use flurry of blows at the end of their dash, by using Dash as a bonus action.
Monks don't get much, but they at least get that. But yeah, your last two strikes will miss, so either way the ruling would've gone, your damage output will remain unchanged.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Oh I sense a kind of eagerness to find out if Tekel is IN this cultist shit or not...now I wonder how white cultist is gonna get out of this? I am still not hurt.
Hastos will run his full distance and then misty step to get another 30ft in. I’ll hold my action in case something threatening shows up.
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
Hey everyone. A former player whishes to rejoin the campaign. Their life got a little hectic and they had to withdraw, so I promised them a slot when their life stabilized. They play a Harengon Sorcerer named Ne'haredowell. They're a strong roleplayer, and a wonderful person. I think they'll be a good addition to the party, and I can adjust the encounters to balance the new challenge rating.
They should be introducing themself soon in this OOC thread. They aren't yet a member of Dawnbound. They're a retired member of the defunct mercenary troupe Golden Company, and will have just returned from walkabout to find out that their guild has left Santekh and/or disbanded. It's up to you and Nare whether or not they are allowed to join the guild, and as formative members, you reserve the right to determine their role. Ne'haredowell (Nare, for short) can start at a lower rank and owe guild dues, if you prefer, or become one of the executive members. Like the rest of the party, Nare will be level 5, and I told them they can keep any magic items they earned from the previous campaign, plus one more Uncommon Item) so they'll definitely be able to keep up.
Is everyone ok with this?
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Sure
I an ok with that :)
Totally!
Character: Hastos, Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread
All good
Loyalty Begets Honour
OMG HELLO EVERYONE!!!
Hi!!! I'm Sun Dial or Skipper whatever is best. I will be playing Ne'haredowell (Nare for short), a Haregon Shadow Sorcerer as InexorableTruth said before!
I'm coming back from a long period of inactivity and I'm so glad to be here. I was in the original, but I had to leave. Now I am so honored to be a part of the new game. I've been having fun reading all of what has happened so far and your antics!!! :D I love it!!
Also for the DM I changed my second uncommon item to Slipper of Spider Climbing because I kind of want Nare to have some sort of cryptid-like unsettlingness (like straight up walking on the ceiling type of thing).
I will write more about my character tomorrow! but hello for now!
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
A cultist bunny! O well you too cute. We forgive you ANYTHING. Welcome back.
I'm here for Spider-Bunny. Post in IC when you're ready, and welcome back, my friend!
Also, please read Post 1 and 2 of the OOC thread. It has campaign-specific house rules, and other important notes, like character bios. I'm about to add your character bio now.
I also noticed that I haven't added Ororana to the Campaign Notes. I'll update that now as well.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Welcome back Sunny D. Hope you don’t mind an exuberant Kender getting your name wrong, or rambling a bunch.
Loyalty Begets Honour
Larskolstad if you're going to break down the secret door, the attack automatically hits, since it's a stationary object. Simply roll a STR check with Advantage. The metal of the shield is ridiculously strong, even compared to stone. But it's got a lot of HP, so it may take a few hits. But it's going to make some noise.
Or you can roll for hindsight (Insight DC 10) to see if you brought your carpentry tools with you to pry open the door with. The DC is 20 to pry open or seal any door. Just make 10 rolls to see when you succeed. If you don't succeed on the first 10, we'll assume you take 20 and eventually succeed. The results simply determine how long it takes to get through in that case.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Aw thank y'all!! you're so sweet!!! OMG SUNNY D
Hehehe yes weird cryptic bunny here we come. >:3 actually he's less cultist more like Cloak from cloak and dagger!!
AW THANK YOU!!
Haha lol Nare would be like oh? oh okay.. guess this is my name now
he grew up around gnomes he understands basically gibberish. also i love Merkas' sidetracks and rambles. they're the best
I'm sort of debating joining in too soon in the IC thread since I'm going away for the July 4th weekend (three days) so I'm thinking either I start now and might be inactive for three days or I should probably start afterwards.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance